Zinos, on 08 August 2012 - 02:04 AM, said:
Sonic Classic Heroes New revision: 0.07f6 - even more fixes
#1216
Posted 09 August 2012 - 01:38 AM
#1218
Posted 09 August 2012 - 04:43 PM
@WheatThins: What a way to waste a trial post: putting your foot in your mouth
Anyways: new revision is up: grab it here.
Changelog:
Enhancements over previous revision:
- Minor speed improvements on several routines.
Bugs fixed from previous revision:
- Both fireballs from CNZ boss spikeball went on the same direction.
- Vanishing flaming grass platforms in MZ, along with several potentially bad bugs related to it.
Bugs fixed from the original games:
- Duck then jump bug on vertically looping levels.
- Fixed SYZ3 glitch through floor, hopefully without side-effects.
#1219
Posted 10 August 2012 - 04:44 PM
The confirmed glitches are only in Marble Zone 2. They are that Knuckles can apparently glide into lava, he can't grab on certain walls (sprite, not terrain), it is possible to trigger the lava and stay up safe, and explore the area where the lava was before (and fall to your doom), and that after finishing the act, Tails can bring Knuckles up to a wall, and Knuckles can hold onto the wall as long as desired. =D
Movie links:
http://www.2shared.c...esbugs.zip.html
http://jumbofiles.com/ow7bslzrix0s
http://ge.tt/1cmbWqL/v/0
http://thexyz.net/arhgkadnbn80
#1220
Posted 10 August 2012 - 07:51 PM
I am not in the slightest interested in the "bugs" regarding Knuckles not being able to climb sprites. I swear, I will get myself banned insulting the next person to "report" them. I am also not interested in anything regarding people doing stupid things after the act ends.
The scheroes-7f2-moar.gir and scheroes-7f2-evenmoar.gir movies were more interesting; but they are ultimately useless without knowing what you did to trigger it.
As for the slide inside terrain: for some reason, I had the check to see if Knuckles was sliding on a sprite disable collision with terrain. Some other cases also did this (specifically, normal gliding and falling from glide), but they are usually more harmless -- now that I think of it, they could be behind the issues on scheroes-7f2-moar.gir and scheroes-7f2-evenmoar.gir, if you trigger the anti-gravity glitch.
#1221
Posted 10 August 2012 - 09:43 PM
Really, why does Gens+ have so many things that Gens/GS lacks? I mean, when was the last Gens+ release? '06, '07? Granted, I'm using release 7, but...
Oh, and just ran into a few Cloudflare issues. Hate when that happens. Also, on the wiki, sometimes I get a gz file instead of a php/html file. Might report this to Scarred Sun or Cinossu.
EDIT: Wow, happens on SegaRetro too! D=
#1222
Posted 11 August 2012 - 12:24 AM
flamewing, on 09 August 2012 - 04:43 PM, said:
As in an in-game save-state? Yeah. If you're referring to a savestate done with the emulator, no.
#1223
Posted 11 August 2012 - 05:59 AM
flamewing, on 10 August 2012 - 07:51 PM, said:

Knuckles is stuck in this animation here *runs*
Winding you up, mate. Although, I did spot two more bugs:

A tag/priority issue here. I've never noticed it here in the real Sonic 2. Maybe because I switched character at this point? I'm unsure how I did it.
Also, the drowning bug (get hurt then drown) still exists, and happens on all 3 characters. I did a fix the other day if you want to look.
#1224
Posted 14 August 2012 - 01:11 PM
This is probably the last bugfix revision I will do for now; the next revision will have more than simple bugfixes (unless a critical show-stopping bug is unearthed).
Enhancements over previous revision:
- Small layout change in SYZ2, most visible at the end of the level with Tails.
- Layout changes in MZ (all acts) so people will stop complaining about Knuckles not being able to climb sprites. Also added something in these levels for explorers.
- If AI on S2 special stages is disabled, the single player HUD is shown instead.
- Removed last traces of old options screen and level select menu.
Enhancements over original games:
- Small optimizations in S2 special stage physics.
Bugs fixed from previous revision:
- Entering special stages from options screen correctly fades everything to white.
- Special stage entry sound plays if you gain an extra life at the end-of-act score tally.
- Knuckles incorrectly did not check collision with terrain when gliding, falling from glide or sliding if the bit for being standing on an object was set.
- GHZ edge wall object did not correctly set its standing height and horizontal position.
- Having Tails drag a character onto the big ring will now correctly remove the character from the world.
Bugs fixed from the original games:
- S2 special stages now have symmetric animations with regards to the vertical and horizontal center lines.
- S2 special stage bomb collisions keep the sign of angular speed.
- Time over when drowning and time over when dying bugs; getting hurt then drowning bug; all based on code by RedHotSonic.
- No more monitors hidden in walls in SBZ2.
- Added some path swappers in CPZ2 to fix priority issues.
- Climbing animation issue if touching the side of a sprite before jumping to climb.
Now, one of the things I am planning is for both Team Super and Team Hyper (both of which will be on the next revision) to die when the number of rings gets to zero. I am asking the "hive" to give suggestions on how many rings you folks think they should start with. A per-level value would be great, but not required; my main issue is that I know the fastest routes by heart, and rarely ever fail to get into them (even though I am not all that good as a regular speedrunner), so I would be a bad judge of that. The numbers should be low enough to present a challenge, but not low enough that you are forced to go sprinting to the end grabbing rings as fast as possible.
#1225
Posted 14 August 2012 - 05:04 PM
flamewing, on 14 August 2012 - 01:11 PM, said:
I think just a general 50 rings is good to start off as if they're getting it as soon as the level starts. I rarely ever de-transform when going Super/Hyper, and with an extra 50 rings, I doubt that I ever would. Maybe when every emerald is collected and you can become Hyper, then you can set the initial rings to 75 or something around that as a more of a reward for beating all the special stages
#1226
Posted 14 August 2012 - 07:21 PM
TripleXero, on 14 August 2012 - 05:04 PM, said:
flamewing, on 14 August 2012 - 01:11 PM, said:
I think just a general 50 rings is good to start off as if they're getting it as soon as the level starts. I rarely ever de-transform when going Super/Hyper, and with an extra 50 rings, I doubt that I ever would. Maybe when every emerald is collected and you can become Hyper, then you can set the initial rings to 75 or something around that as a more of a reward for beating all the special stages
Correct me if I'm wrong, but I think what he means though, is a Team Super/Hyper where they start as Super/Hyper, and you must try to make it through the zone as these characters. This is just like MainMemory's SuperSonic challenge. I'm very much looking forward to this.
ONE thing that I've never seen though, and would really work well and fit with this concept, is that Team Hyper eats rings faster than Team Super. Any chance we could see something like this? (Making Team Hyper more of a harder mode... set their starting ring counts lower, requiring skill to that of speedrunners, while Team Super can have easier starting ring counts.)
Just an idea.
#1227
Posted 14 August 2012 - 09:44 PM
The flat 50 rings suggestion does not work well because of FZ -- 50 rings would be a death sentence there, as it takes at least some 10 seconds longer than this to beat Eggman there. Unless I add some way to get rings during the fight; maybe have the red thing throw some rings away instead of the energy orbs (which, lets face it, are harmless for those teams). Cutting the bit with the energy spheres and have Eggman go all out might also work -- and would be one heck of a challenge!
#1228
Posted 15 August 2012 - 12:55 AM
#1229
Posted 15 August 2012 - 01:02 AM
#1230
Posted 20 August 2012 - 08:39 PM
